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ai.py
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import sys
import time
import pygame
from ai_settings import Settings
from ship import Ship
from alien import Alien
from bullet import Bullet
from time import sleep
from ai_stats import GameStats
from button import Button, Sign, DButton
from ai_scoreboard import Scoreboard
class AlienInvasion:
"""Overall Class to manage game assets and behaviour"""
def __init__(self):
"""Initialize the game and create game resources"""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
# stats instance
self.stats = GameStats(self)
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
# Instance of Scoreboard
self.stats = GameStats(self)
self.sb = Scoreboard(self)
# Background Color
self.galaxy = pygame.image.load('images/galaxy.jpg')
self.rect = self.galaxy.get_rect()
# Bullets
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
# Make the play button
self.play_button = Button(self, "Play")
self.sign = Sign(self, "Developer : Mastermindx33")
# Difficulty button
# self.difficulty_button = DButton(self, "Levels")
# Sounds
self.bulletSound = pygame.mixer.Sound("Sounds/gun.mp3")
# self.hitSound = pygame.mixer.Sound("hit.wav")
self.music = pygame.mixer.music.load("Sounds/l.mp3")
pygame.mixer.music.play(-1)
def run_game(self):
"""Start the main loop for the game"""
while True:
self.glit()
self._check_events()
if self.stats.game:
self.ship.update()
self.bullets.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
def _check_events(self):
"""Respond to key press and mouse events"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
self._close_game()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
"""Start a new game when the player clicks Play."""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game:
self._start_game()
def _check_keydown_events(self, event):
"""Response to key presses"""
if event.key == pygame.K_RIGHT:
# Move the ship to the right
self.ship.moving_right = True
if event.key == pygame.K_p:
self.stats.game = True
if event.key == pygame.K_LEFT:
# Move the ship to the left
self.ship.moving_left = True
elif event.key == pygame.K_q:
self._close_game()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
elif event.key == pygame.K_p and not self.stats.game:
self._start_game()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
# Move the ship to the right
self.ship.moving_right = False
if event.key == pygame.K_LEFT:
# Move the ship to the left
self.ship.moving_left = False
def _fire_bullet(self):
"""Create a new bullet and add it to the bullets group"""
if len(self.bullets) < self.settings.bullets_allowed:
self.bulletSound.play()
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_screen(self):
"""update images on the screen and flip to the new screen"""
# BgColor
# 12.1
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# Draw score
self.sb.show_score()
# Draw the play button if the game is inactive
if not self.stats.game:
self.play_button.draw_button()
self.sign.draw_button()
# if not self.stats.game:
# self.difficulty_button.draw_button()
pygame.display.flip()
def _update_bullets(self):
# To get rid of used bullets
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_collisions()
def _check_ship_collision(self):
# To look for alien ship collision
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
def _check_aliens_bottom(self):
"""Check if any aliens have reached the bottom of the screen"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# Treat this the same as if the ship got hit
self._ship_hit()
break
def _check_collisions(self):
# Check for any bullets , that have hit the alien
# If so get rid of the bullet and the alien
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
# Destroy existing bullets and create new fleet
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
# Increase level
self.stats.level += 1
self.sb.prep_level()
def _start_game(self):
"""Start a new game."""
# Reset the game settings.
self.settings.initialize_dynamic_settings()
# Reset the game statistics.
self.stats.reset_stats()
self.stats.game = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
# Get rid of any remaining aliens and bullets.
self.aliens.empty()
self.bullets.empty()
# Create a new fleet and center the ship.
self._create_fleet()
self.ship.center_ship()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
def _update_aliens(self):
"""Check if fleet is at the edge"""
self._check_fleet_edges()
self.aliens.update()
self._check_ship_collision()
self._check_aliens_bottom()
def _create_fleet(self):
"""Create the fleet of aliens"""
# Make a alien.
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# Determine the number of rows of aliens that fit on the screen
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
# Create a full fleet of alien
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
# Create an alien and place it in the row
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
self.aliens.add(alien)
def _ship_hit(self):
"""Respond to the ship hit by alien"""
if self.stats.ships_left > 0:
# Decrement ships left, update score board
self.stats.ships_left -= 1
self.sb.prep_ships()
# pause
sleep(1)
else:
self.stats.game = False
pygame.mouse.set_visible(True)
# Get rid of any remaining aliens and bullets
self.aliens.empty()
self.bullets.empty()
# Create a new fleet and center the ship
self._create_fleet()
self.ship.center_ship()
def glit(self):
# Load Galaxy
self.screen.blit(self.galaxy, (0, 0))
def _check_fleet_edges(self):
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_directions()
break
def _change_fleet_directions(self):
"""Drop the entire fleet and change the direction"""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _close_game(self):
"""Save high score and exit."""
self.stats.get_high_score()
with open('high_score.txt', 'w') as hw:
# print("JSON 755")
hw.write(str(self.stats.high_score))
time.sleep(1)
sys.exit()
if __name__ == '__main__':
# make a game instance and run the game
ai = AlienInvasion()
ai.run_game()